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Death of the Level Designer: Procedural Content Generation in Games
"Procedural content generation is yet to set the game industry on fire. It has featured in one of the greatest games of all time, Diablo and it's successor, who directly trace their roots to roguelike games such as Angband. But the recent implementation of random level generation in Hellgate: London did little to inspire people that this method works well for game level design. But bubbling under the surface of the industry, and very much evident in future games like Spore is a methodology that like most technologies has been underwhelming in the short term but in the long term will have profound consequences for how games are designed."
- yters 19y agoDeath of the game programmer: procedural content generation in games.
- randrews 19y agoI remember reading an interview with one of the authors of Rogue where he said that one of the big motivations for them was designing a game that they could play. Most games at the time were interactive fiction, where if you know the solutions to all the puzzles, it's no fun.
- deleted 19y ago[deleted]